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relax. nothing to be alarmed about ahead:

just this, reported frequently, consistently overlooked, 'the main reason open the inventory:' current health.



that's it in a nutshell; i have way more health than reckoned.





and because of that, and because the stats at the top of the screen don't show 

HP 61/62
HUNGER 83/100
THIRST 75/100

i keep opening the inv like a madman after every single encounter -- to check health.

later, as your systems get refined, i'm positive that super cheeses will allow me to eat and drink more than what is now '100%', thus showing/using the actual HP on the main screen would make great sense.

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the map!!!  omg. Its soooo much better now that I can just tap 'M' to consult with it!  being able to make annotations and discover rumored locations along the way is just perfect.

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something changed to make it much easier to avoid fighting while traveling. that's awesome.

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.. and the 2nd most overlooked, often reported item:

cooking 68 raw meat one at a time .. creates a new stack in the inventory which does not stack with the '5000' cooked meat i already have under the shortcut -- requiring that i drop both(?) stacks 'to reload'. its kinda minor -- balances the greatly improved/now perfect 'water refill'. :-)

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did nights get less dangerous around my ever moving home camp-fire?  i think so. i guess i need only half the turrets etc now. 

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80 inventory spots? wow. i'll be able to cross the map without resource/drink constraints. hmmm. seems excessive, i might never need to stash anything, worry about teleporting, use/breed/enjoy pack-animals if the cost doesnt scale fast/high enough!

'possible money earned from mobs killed by defenses at night' might be a pricing metric there.

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andsomethingelseiforgot.  gtg, almost at that fort i've been meaning to get to!

changed my mind, it would be perfectly enough to change the player's mouseover hint to "You (36/37)" in order to communicate health.

note: changing weather at night changes the visibility radius to what the weather would have during the day .. letting you see farther in a bad weather night than in a good weather night.

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went SE from the ft, through the mountains to the L2 town. bot 80 slots, kept moving S, then W to the next town.  arrived with ~40 items in my pack. trying to survey them I wound up with 3 slots locked by cursed items.

looked at the manual, searched for curse, found only a reference to '8 sanctuaries'. had no cheese to uncurse. damn. wound up crafting my first cheese from a venom-sack after almost rage-quitting. spent over an hour looking for and hunting spiders.  did 2 dungeons. 1 uncurse-cheese dropped while fighting during an eclipse.

love. it. have some spare venom sacks now -- hopefully enough to handle cursed newly picked up items.  took over a building in my final t2 town, built chests, sorted my loot. so i now have ~40 new pieces .. and maybe 3 of those will also be cursed. 

fun was had discovering the (very well done) fauna and flora in the new-to-me biomes. great level of detail.

also got a submerged dungeon which was also the first example of the game using another algo to partition the space.

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what was learned?  


not only are nights spent with a home-campfire and a few active defense insanely profitable, having 5 lifesteal and 3 thorns is quite enough to feel perfectly safe at night (again.)  this is with 2 cursed items still.

have yet to camp the vendor again to buy more identify cheese. he restocks a tad to often, doesnt he?

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oh .. and forests regrown in their entirety over night. that was a surprise. perhaps that should take mucho more time?

all is well. ty again!